Register Now!

Media

  • scannerscanner
  • scannerscreengrab
  • modern materialistthe modern
    materialist
  • video61 frames
    per second
  • videothe remote
    island
  • date machinedate
    machine

Photo

  • sliceslice
    with
    transgressica
  • paper airplane crushpaper
    airplane crush
  • autumn blogautumn
  • brandonlandbrandonland
  • chasechase
  • rose & oliverose & olive
Scanner
Your daily cup of WTF?
ScreenGrab
The Hooksexup Film Blog
Slice
Each month a new artist; each image a new angle. This month: Transgressica.
ScreenGrab
The Hooksexup Film Blog
Autumn
A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
The Modern Materialist
Almost everything you want.
Paper Airplane Crush
A San Francisco photographer on the eternal search for the girls of summer.
Rose & Olive
Houston neighbors pull back the curtains and expose each other's lives.
chase
The creator of Supercult.com poses his pretty posse.
The Remote Island
Hooksexup's TV blog.
Brandonland
A California boy capturing beach parties, sunsets and plenty of skin.
61 Frames Per Second
Smarter gaming.
Date Machine
Putting your baggage to good use.

61 Frames Per Second

Browse by Tags

(RSS)
  • Nostalgia and Game Association

    I've been wondering recently if there's some substance behind game nostalgia besides fodder for Internet fights about how nothing will ever beat the original Legend of Zelda, evar. What I mean is, do you ever think about where you were when you played a certain game? Does visiting certain locations or experiencing the change of seasons remind you of the same?

    Do you count game nostalgia amongst valued memories like favourite vacation spots or the glorious spill that came with learning how to ride a two-wheeled bike for the first time? Pour example: Final Fantasy VI remains one of my favourite games. I first experienced it in the cold, rainy month of November, going into the crisp days of December and Christmas vacation (I was a little slower at RPGs back then). Even today, a rush of cold air can bring me back to my fifteen-year-old self, excited to get home and resume my long quest to reunite Celes with her friends and nurse the vague hope that I might knock Kefka from Chez Crazy.

    Read More...


  • Where is… Oh Wait, Hydrophobia’s Right Here!



    Where Is, as a feature, is typically reserved for those games and individuals who fall through the cracks of gaming history, those curiosities that were born briefly into the public eye and then disappeared into the digital ether, never to be seen again. It was born in the hopes of seeing its respective subjects resurface, as if our patient musings might give them new life. Today’s a happy one though, since Hydrophobia, an intriguing action title that hasn’t been heard from since early 2007, has not only popped back up on the gaming radar, but has an imminent release date of March 2009.

    Read More...


  • I've Decided on a Game Tattoo

    If I ever gather up the metaphorical balls to get a tattoo, that is.

    If you carefully cast your eyes to the right, you'll see the design I have in mind. Now I'm going to make you sit and listen as I slowly explain my choice. You may be tempted to flee, but pretend I'm an intimidating prison inmate showing off his tapestry. You wouldn't run from your cellmate, right? He makes you happy at night.

    See, I think there is a very fine line between classy and trashy video game tattoos. When I say "fine" I mean this line is as thin as the silk belched out of a spider's bum. Personally, I believe that if you're going to get the summation of your beliefs and feelings scratched onto your skin, you may as well have something to say that both you and the whole world can appreciate.

    You can get away with tattooing Super Mario on your forehead because pretty much everyone in the civilised world knows who Mario is
    and understands his contributions to modern culture. Chances are good--though by no means secure--that Mario will endure for a while longer. On the other hand, there was a time when Sonic the Hedgehog was the coolest mascot ever and it was inconceivable that he would become the fantasy husband of 12-year-old fangirls. The people who got Sonic tattoos in the '90s have some 'splainin' to do (or some big-ass gauze bandages to buy).

    Flynn DeMarco over at Kotaku got Jack's chains from Bioshock drawn on his wrists. This, in my opinion, is an example of an awesome game tattoo. Fans of the game recognise it immediately and everyone else can apply their own meaning to it. Nice conversation starter.

    Read More...


  • Where Are All Of Videoland's Nice Jewish Boys?

    Sundown tonight marks the start of 5769 according to the Jewish lunar calender (endorsed by werewolves everywhere). Become an honourary Jew and take the day off work to eat apples and honey. Everyone around me is doing it. Hell, any day is a good day to eff off and eat apples and honey. And by "apples and honey" I mean "wine" and by "eat" I mean "drink."

    In August 2005, I got to attend Otakon in Baltimore and schmoose with Rabbi Wolfwood. Rabbi Wolfwood is a widely popular cosplayer who dresses as Wolfwood, the travelling priest from the Trigun anime--but he makes a few necessary alterations to his costume, of course. Good Jewish boys don't carry Cross Punishers; they carry Star Of David...Punishers.

    The Rebbe and I talked briefly about a missing presence in games: Jewish characters. Though they tend to appear in big-name games developed in the West (Bioshock had its delightfully batshit Sander Cohen), Japan's roster of Jewish characters hovers somewhere around -0.1%.

    Read More...


  • Love-Hate: In Defense of the Cutscene

    As a follow-up to yesterday's post about the intersection of passive and active media in games, I'd like to defend the humble cutscene, for when used in moderation, cutscenes can enhance the experience of play. The way I see it, Blizzard has mastered the cutscene. They are brief, infrequent, and they pack a wallop. For example, the epic scale of the battles truly comes alive here: 

    Wow! Look how huge that battle cruiser is! Did you see that zergling rush at the end? Here we are given a dramatic representation of what presumably goes on behind the familiar sprites during the game's core play experience. We see the panic in our soldiers' eyes and the callousness of our generals. The film does more than just further the story, it enhances the game. It grants players a sense of empathy by creating an emotional connection. It's much easier to relate to a marine than before, when all we've seen of him is this:

     

    Read More...


  • It’s What’s On the Inside That Counts: Rise of the Argonauts and the Pressures of HD Development

    Rise of the Argonauts premiered at E3 2007 and in the time since Codemasters debuted its action-RPG – as the title implies, it’s based around Jason’s mythical quest for the Golden Fleece – HD gaming has started to mature. Which is to say, videogames running on high-end systems have started to look absolutely ridiculous. Titles like Naughty Dog’s Uncharted, 2K Boston’s Bioshock (and a number of other games that artfully use the Unreal Engine 3), and, of course, Crytek’s Crysis have set a precedent for game visuals that’s becoming increasingly difficult to live up to. When I sat down with Codemasters to get a look at Rise of the Argonauts, I was disappointed. Not necessarily with the game, as some of the ideas behind its role-playing, such as currying favor with gods to develop a character’s abilities, are very interesting. I was disappointed in myself for recoiling from Rise’s visuals. Why is the character just sort of floating over the ground instead of having his feet naturally deform to the terrain? Why isn’t every grain of dirt perfectly rendered? Where are the character model’s pores? It took a moment for me to step back and realize how ridiculous it was to think like this. Not every game can feature the detail of the best of the best and not every game world needs to function like our own. But it doesn’t change the fact that I’m starting to expect these things from every game and I’d bet I’m not the only one.

    Read More...


  • Where is The City of Metronome?



    Back in 2005, Swedish developer Tarsier came to E3 with a big game they’d been cooking up called The City of Metronome. Metronome, even three years later, remains a visual feast, its faceless characters, early 20th century fashion, and twisting cityscape sitting somewhere between Edward Gorey and Pixar, Ralph Bakshi and Alex Proyas’ Dark City. Tarsier had also created an exciting foundation for play in Metronome; every action was based around sound. A player could control the city’s citizens, alter architecture, and even fight using sounds recorded in the game. And recording wasn’t just a clever twist on item collection either, as the player could create their own noise to record by interacting with the world (breaking glass, having a conversation, etc.) Few games in the past five years have been as conceptually exciting or strange as Metronome.

    Read More...


  • Bringing Sexy Back: Susan O’Connor

    Back in the day, Hooksexup had a motto: Good writing is sexy. In the past ten years, as Hooksexup’s grown out of its spunky, firebrand early days and into its current incarnation as a mature, established purveyor of cultural commentary, the motto has disappeared from the magazine. But it lives on in everything we do. Good writing being sexy is a belief we cannot shake, a universal truth that colors all of our endeavors, and it’s at the heart of 61 Frames Per Second.

    Painful as it is to say, good writing is still rare in games. Dialogue, expository text, all writing really, takes a backseat to the creation of every other asset in a game. Hell, in some cases, I’ve seen promotional materials better written than the game they’re humping (I’m looking at you Metroid Prime 3. Suburban Commando called, it wants its dialogue back.) That’s why Susan O’Connor is sexy. Recently named one of the most important women in games, the fact of the matter is that O’Connor is one of the most important people working in games, period.

    Read More...


  • Games to Film: Et Tu, Bioshock?



    I had a peculiar experience shortly after turning thirteen years-old. My uncle Bob was the epitome of class and cool in my mind. He lived in New York City with his artist boyfriend and knew about a world of culture that I only had the vaguest ideas about. As a birthday treat, Bob offered to take me to what would be my first Broadway show, a performance of Show Boat. As we drove into the city though, I was increasingly perturbed by the signs plastered all over town for Big: The Musical. What the hell was the point of that? Big was perfectly fine as a movie! I couldn’t conceive of a single reason why this perfectly charming story needed inexplicable dance numbers crammed into it. Ever since, I’ve been very much at odds with adapting works of art to other formats. It is, by and large, a pointless endeavor with rare positive results.

    Read More...



in

Archives

about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


Send tips to


Tags

VIDEO GAMES


partners